DoubleMe: Local Blending in Multi-Display Environments with Augmented Reality to Facilitate Co-Located CollaborationCo-located collaboration often raises challenges related to physical constraints because of , e.g., stationary display setups or limited possibilities of movement. We introduce DoubleMe, an Augmented Reality system that generates virtual duplicates of collaborators' workspaces, comprising both their displays and avatars. With DoubleMe, users maintain the layout of their own physical workspace and can position the duplicate of their collaborator's workspace nearby. This approach alleviates spatial constraints by enabling one user to join another's workspace without leaving their own. We report on two experiments examining the effectiveness of this approach. The first experiment investigates how avatar appearance and interaction influence user comfort and relationship dynamics. The second experiment assesses the performance benefits of duplicates over traditional co-located setups for collaborative tasks. Our findings suggest that the addition of duplicates to physical presence can enhance co-located collaboration while improving comfort.2026AFArthur Fages et al.IRIT, Université de Toulouse, Toulouse, FranceMixed Reality WorkspacesSocial & Collaborative VRImmersion & Presence ResearchCHI
Unleashing Personalized Museum Experiences: Insights from Comparative Structured Observation of Museo* design alternativesMuseums aim at personalizing visits to offer tailored content and encourage visitors to come back. Unfortunately, museum professionals find it difficult to reflect on the vast number of visitor profiles when creating personalized visits. We propose Museo* a new concept to support their creation strategy by allowing the selection of visitor characteristics. Through an interactive design process, we instantiated this concept with MuseoTUI, that displays the progress of visit creation by illuminating physical tokens, and MuseoGUI that displays on a standard touchscreen. In an in-situ comparative structured observation, we evaluated both prototypes. The concept Museo* is well understood and accepted with both interaction styles. MuseoGUI was perceived as more efficient, while MuseoTUI provided better stimulation, higher user experience and the physical manipulation was described as a valuable support for empathy, reflection, and creation. Based on these findings, we present design implications for future systems supporting the creation of personalized visits.2026SRStéphanie Rey et al.Berger-LevraultTangible User Interface DesignTangible Interaction in EducationMuseum & Cultural Heritage DigitizationCHI
Hinge Gestures: Leveraging Foldable Phone Hinges to Enrich Dual-Screen Tactile InteractionFoldable phones naturally support displaying two applications side by side on adjacent screens. However, one-handed interaction with this dual-screen configuration faces two challenges: first, users must change grip to reach each screen; second, menus displayed on each screen take valuable screen real estate and can be difficult to reach. To address this, we investigated how the hinge of foldable phones can enrich tactile interaction and provide access to hinge menus, unifying interaction across both screens. In a first experiment, we examined how users hold a foldable phone at different fold angles and identified the thumb-accessible screen areas, validating that a hinge-based grip enhances reachability. In two subsequent experiments, we evaluated the feasibility and performance of hinge gestures, defined as touch inputs (tap, tap-tap, or swipe) executed fully or partially on the hinge. Building on these findings, we designed hinge menus that combine hinge gestures for menu activation and item selection. Our final experiment identifies different hinge menus that outperform linear menus on adjacent screens. Our findings provide practical guidelines that can immediately inform and improve interaction on current foldable phones.2026GPGary Perelman et al.University of ToulouseTouch Gesture Design & RecognitionMulti-Touch Interaction TechniquesMobile App User ExperienceCHI
Varif.ai to Vary and Verify User-Driven Diversity in Scalable Image GenerationDiversity in image generation is essential to ensure fair representations and support creativity in ideation. Hence, many text-to-image models have implemented diversification mechanisms. Yet, after a few iterations of generation, a lack of diversity becomes apparent, because each user has their own diversity goals (e.g., different colors, brands of cars), and there are diverse attributions to be specified. To support user-driven diversity control, we propose Varif.ai that employs text-to-image and Large Language models to iteratively i) (re)generate a set of images, ii) verify if user-specified attributes have sufficient coverage, iii) vary existing or new attributes. Through an elicitation study, we uncovered user needs for diversity in image generation. A pilot validation showed that Varif.ai made achieving diverse image sets easier. In a controlled evaluation with 20 participants, Varif.ai proved more effective than baseline methods across various scenarios. Thus, this supports user control of diversity in image generation for creative ideation and scalable image generation.2025MMMario Michelessa et al.Generative AI (Text, Image, Music, Video)Recommender System UXAI-Assisted Creative WritingDIS
EuterPen: Unleashing Creative Expression in Music Score WritingMusic notation programs force composers to follow the many rules of the staff notation when writing music and constantly seek to optimize symbol placement, making numerous adjustments automatically. Even though this impedes their creative process, many composers still use them throughout their workflow, for lack of a better option. We introduce EuterPen, a music notation program prototype that selectively relaxes both syntactic and structural constraints while editing a score. Composers can input and manipulate music symbols with increased flexibility, leveraging the affordances of pen and touch. They can make space on, between and around staves to insert additional content such as digital ink, pictures and audio samples. We describe the iterative design process that led to EuterPen: prototyping phases, a participatory design workshop, and a series of interviews. Feedback from the participating professional composers indicates that EuterPen offers a compelling and promising approach to music writing.2025VCVincent Cavez et al.Université Paris-Saclay, CNRS, Inria, LISNMusic Composition & Sound Design ToolsGraphic Design & Typography ToolsCreative Collaboration & Feedback SystemsCHI
Human Robot Interaction for Blind and Low Vision People: A Systematic Literature ReviewRecent years have witnessed a growing interest in using robots to support Blind and Low Vision (BLV) people in various tasks and contexts. However, the Human-Computer Interaction (HCI) community still lacks a shared understanding of what, where, and how robots can benefit BLV users in their daily lives. In light of this, we conducted a systematic literature review to help researchers navigate the current landscape of this field through an HCI lens. We followed a systematic multi-stage approach and carefully selected a corpus of 76 papers from premier HCI venues. Our review provides a comprehensive overview of application areas, embodiments, and interaction techniques of the developed robotic systems. Further, we identified opportunities, challenges, and key considerations in this emerging field. Through this systematic review, we aim to inspire researchers, developers, designers, and HCI practitioners, to create a more inclusive environment for the BLV community.2025YWYize Wei et al.National University of Singapore, Department of Computer Science; National University of Singapore, Augmented Human LabVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Universal & Inclusive DesignSocial Robot InteractionCHI
A Systematic Literature Review to Characterize Asymmetric Interaction in Collaborative SystemsComputer-mediated collaboration often relies on symmetrical interactions between users, where all the collaborators use identical devices. However, in some cases, either due to constraints (e.g. users in different environments) or by choice (e.g. using devices with different properties), users engage in asymmetrical interactions. Addressing such asymmetries in heterogeneous systems can be difficult as there has been no systematic analysis of how to define them, or their impact on collaboration. In this paper, we characterize the asymmetries that can arise between users’ interactions within collaborative heterogeneous systems. To this end, we conduct a systematic literature review of asymmetric collaborative systems, coding their properties, including the interaction spaces, their input and output modalities, and shared feedback. We then define the dimensions of asymmetry that emerge from this review. We discuss their impact on collaboration and outline a set of challenges and opportunities for future research.2025VBVictor Bréhault et al.Université Toulouse 3, IRIT - ELIPSEDistributed Team CollaborationPrototyping & User TestingCHI
Systemic Sustainable HCI: Integrating Collaborative Modeling into a Design Process to Address Rebound EffectsThe introduction of a new product or service into society can have detrimental effects on the environment due to changes in usage and practices. Human-Computer Interaction (HCI) designers need practical methods to address it. In this paper, we explore whether systemic modeling could help designers understand and mitigate these rebound effects. Drawing on systemic design and system dynamics, we prototyped a collaborative modeling methodology that ten professional designers applied to a case study in two workshops. We share insights on their adoption of the methodology and their feedback on its usefulness, usability, and feasibility. Our results indicate that designers find the systemic modeling approach relevant and useful for addressing rebound effects. Influence diagrams can help structure design ideas and identify unaddressed points, while dynamic modeling can help compare design strategies. Based on these findings, we propose a framework for integrating this approach into a design process.2024LBLaetitia Bornes et al.Sustainable HCIEcological Design & Green ComputingDIS
Challenges of Music Score Writing and the Potentials of Interactive SurfacesComposers use music notation programs throughout their creative process. Those programs are essentially elaborate structured document editors that enable composers to create high-quality scores by enforcing musical notation rules. They effectively support music engraving, but impede the more creative stages in the composition process because of their lack of flexibility. Composers thus often combine these desktop tools with other mediums such as paper. Interactive surfaces that support pen and touch input have the potential to address the tension between the contradicting needs for structure and flexibility. We interview nine professional composers. We report insights about their thought process and creative intentions, and rely on the ``Cognitive Dimensions of Notations'' framework to capture the frictions they experience when materializing those intentions on a score. We then discuss how interactive surfaces could increase flexibility by temporarily breaking the structure when manipulating the notation.2024VCVincent Cavez et al.Université Paris-Saclay, CNRS, InriaMusic Composition & Sound Design ToolsCreative Collaboration & Feedback SystemsCHI
AudioXtend: Assisted Reality Visual Accompaniments for Audiobook Storytelling During Everyday Routine TasksThe rise of multitasking in contemporary lifestyles has positioned audio-first content as an essential medium for information consumption. We present AudioXtend, an approach to augment audiobook experiences during daily tasks by integrating glanceable, AI-generated visuals through optical see-through head-mounted displays (OHMDs). Our initial study showed that these visual augmentations not only preserved users' primary task efficiency but also dramatically enhanced immediate auditory content recall by 33.3% and 7-day recall by 32.7%, alongside a marked improvement in narrative engagement. Through participatory design workshops involving digital arts designers, we crafted a set of design principles for visual augmentations that are attuned to the requirements of multitaskers. Finally, a 3-day take-home field study further revealed new insights for everyday use, underscoring the potential of assisted reality (aR) to enhance heads-up listening and incidental learning experiences.2024FTFelicia Fang-Yi Tan et al.National University of SingaporeAR Navigation & Context AwarenessGenerative AI (Text, Image, Music, Video)CHI
Working with Forensic Practitioners to Understand the Opportunities and Challenges for Mixed-Reality Digital AutopsyForensic practitioners analyse intrinsic 3D data daily on 2D screens. We explore novel immersive visualisation techniques that enable digital autopsy through analysis of 3D imagery. We employ a user-centred design process involving four rounds of user feedback: (1) formative interviews eliciting opportunities and requirements for mixed-reality digital autopsies; (2) a larger workshop identifying our prototype's limitations and further use-cases and interaction ideas; (3+4) two rounds of qualitative user validation of successive prototypes of novel interaction techniques for pathologist sensemaking. Overall, we find MR holds great potential to enable digital autopsy, initially to supplement physical autopsy, but ultimately to replace it. We found that experts were able to use our tool to perform basic virtual autopsy tasks, MR setup promotes exploration and sense making of cause of death, and subject to limitations of current MR technology, the proposed system is a valid option for digital autopsies, according to experts' feedback.2023VPVahid Pooryousef et al.Monash UniversityMixed Reality WorkspacesVR Medical Training & RehabilitationMedical & Scientific Data VisualizationCHI
User-Driven Constraints for Layout Optimisation in Augmented RealityAutomatic layout optimisation allows users to arrange augmented reality content in the real-world environment without the need for tedious manual interactions. This optimisation is often based on modelling the intended content placement as constraints, defined as cost functions. Then, applying a cost minimization algorithm leads to a desirable placement. However, such an approach is limited by the lack of user control over the optimisation results. In this paper we explore the concept of user-driven constraints for augmented reality layout optimisation. With our approach users can define and set up their own constraints directly within the real-world environment. We first present a design space composed of three dimensions: the constraints, the regions of interest and the constraint parameters. Then we explore which input gestures can be employed to define the user-driven constraints of our design space through a user elicitation study. Using the results of the study, we propose a holistic system design and implementation demonstrating our user-driven constraints, which we evaluate in a final user study where participants had to create several constraints at the same time to arrange a set of virtual contents.2023ANAziz Niyazov et al.IRIT - University of ToulouseAR Navigation & Context AwarenessMixed Reality WorkspacesPrototyping & User TestingCHI
Tactilient: Turbulence resilient tactile icons for pilot feedbackGiven the high attentional demand in aircraft cockpits, tactons can be used to deliver information without overloading the visual and auditory channels. However, aircraft are subject to turbulence that interfere with vibrotactile feedback. To investigate the impact of turbulence on tacton identification, 18 participants tried to identify 9 tactons with varying intensity and rhythm, while experiencing uncomfortable and very uncomfortable levels of mechanical vibration defined in ISO 2631-1. The results show that the effectiveness of tactile communication decreases with the rhythm identification performance as the level of turbulence increases. In our study, an RMS acceleration delta of 0.70~Grms between two consecutive tactons guaranteed near zero confusion. Based on their experience performing the study, participants built tactons that included 4 pulses, lasted for at least 350~ms and vibrated at no less than 1.25~Grms to be comfortably perceived. Our results will support practitioners for designing tactons that can be more resilient to turbulence.2023DVDong-Bach Vo et al.ENAC – Université de ToulouseIn-Vehicle Haptic, Audio & Multimodal FeedbackVibrotactile Feedback & Skin StimulationCHI
CandyFly: Bringing fun to drone pilots with disabilities through adapted and adaptable interactionsFlying drones is an increasingly popular activity. However, it is challenging due to the required perceptual and motor skills for following and stabilizing the drone, especially for people with special needs. This paper describes CandyFly, an application supporting people with diverse sensory, cognitive and motor impairments to pilot drones. We observed an existing accessible piloting workshop and evaluated CandyFly during eight additional workshops over three and a half years using a research-through-design process and ability-based design methods. We identified users’ needs, formulated requirements and explored adaptive interactions such as using pressure-sensitive keys, adjusting controls to the pilots’ range of motion, or limiting the drone’s degrees of freedom to cope with a broad range of disabilities. Our results show that the pilots and their caregivers enjoyed flying and emphasized CandyFly’s ability to be tailored to specific needs. Our findings offer a framework for designing adaptable systems and can support the design of future assistive and recreational systems.2022JGJérémie Garcia et al.ENAC - Université de ToulouseMotor Impairment Assistive Input TechnologiesDrone Interaction & ControlCHI
Tactile Fixations: A Behavioral Marker on How People with Visual Impairments Explore Raised-line GraphicsRaised-line graphics are tactile documents made for people with visual impairments (VI). Their exploration relies on a complex two-handed behavior. To better understand the cognitive processes underlying this exploration, we proposed a new method based on “tactile fixations”. A tactile fixation occurs when a finger is stationary within a specific spatial and temporal window. It is known that stationary fingers play an active role when exploring tactile graphics, but they have never been defined or studied before. In this study, we first defined the concept of tactile fixation, then we conducted a behavioral study with ten participants with VI in order to assess the role of tactile fixations under different conditions. The results show that tactile fixations vary according to different factors such as the graphic type as well as the involved hand and the aim of the exploration.2021KZKaixing Zhao et al.University of ToulouseVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)CHI
Review of Quantitative Empirical Evaluations of Technology for People with Visual ImpairmentsAddressing the needs of visually impaired people is of continued interest in Human Computer Interaction (HCI) research. Yet, one of the major challenges facing researchers in this field continues to be how to design adequate quantitative empirical evaluation for these users in HCI. In this paper, we analyse a corpus of 178 papers on technologies designed for people with visual impairments, published since 1988, and including at least one quantitative empirical evaluation (243 evaluations in total). To inform future research in this area, we provide an overview, historic trends and a unified terminology to design and report quantitative empirical evaluations. We identify open issues and propose a set of guidelines to address them. Our analysis aims to facilitate and stimulate future research on this topic.2020EBEmeline Brulé et al.University of SussexVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)User Research Methods (Interviews, Surveys, Observation)Prototyping & User TestingCHI
Robots for Inclusive Play: Co-designing an Educational Game With Visually Impaired and sighted ChildrenDespite being included in mainstream schools, visually impaired children still face barriers to social engagement and participation. Games could potentially help, but games that cater for both visually impaired and sighted players are scarce. We used a co-design approach to design and evaluate a robot-based educational game that could be inclusive of both visually impaired and sighted children in the context of mainstream education. We ran a focus group discussion with visual impairment educators to understand barriers to inclusive play. And then a series of co-design workshops to engage visually impaired and sighted children and educators in learning about robot technology and exploring its potential to support inclusive play experiences. We present design guidelines and an evaluation workshop of a game prototype, demonstrating group dynamics conducive to collaborative learning experiences, including shared goal setting/execution, closely coupled division of labour, and interaction symmetry.2020OMOussama Metatla et al.University of BristolAccessible GamingSerious & Functional GamesSpecial Education TechnologyCHI
Red Alert: A Cognitive Countermeasure to Mitigate Attentional TunnelingAttentional tunneling, that is the inability to detect unexpected changes in the environment, has been shown to have critical consequences in air traffic control. The motivation of this study was to assess the design of a cognitive countermeasure dedicated to mitigate such failure of attention. The Red Alert cognitive countermeasure relies on a brief orange-red flash (300 ms) that masks the entire screen with a 15% opacity. Twenty-two air traffic controllers faced two demanding scenarios, with or without the cognitive countermeasure. The volunteers were not told about the Red Alert so as to assess the intuitiveness of the design without prior knowledge. Behavioral results indicated that the cognitive countermeasure reduced reaction time and improved the detection of the notification when compared to the classical operational design. Further analyses showed this effect was even stronger for half of our participants (91.7% detection rate) who intuitively understood the purpose of this design.2020JSJulie Saint-Lot et al.Université de ToulouseHead-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)Notification & Interruption ManagementCHI
Multi-plié: A Linear Foldable and Flattenable Interactive Display to Support Efficiency, Safety and CollaborationWe present the design concept of an accordion-fold interactive display to address the limits of touch-based interaction in airliner cockpits. Based on an analysis of pilot activity, tangible design principles for this design concept are identified. Two resulting functional prototypes are explored during participatory workshops with pilots, using activity scenarios. This exploration validated the design concept by revealing its ability to match pilot responsibilities in terms of safety, efficiency and collaboration. It provides an efficient visual perception of the system for real-time collaborative operations and tangible interaction to strengthen the perception of action and to manage safety through anticipation and awareness. The design work and insights enabled to specify further our needs regarding flexible screens. They also helped to better characterize the design concept as based on continuity of a developed surface, predictability of aligned folds and pleat face roles, embodied interactive properties, and flexibility through affordable reconfigurations.2019SPSylvain Pauchet et al.University of Toulouse - ENAC & AstrolabShape-Changing Interfaces & Soft Robotic MaterialsKnowledge Worker Tools & WorkflowsCHI
Finding Information on Non-Rectangular InterfacesWith upcoming breakthroughs in free-form display technologies, new user interface design challenges have emerged. Here, we investigate a question, which has been widely explored on traditional GUIs but unexplored on non-rectangular interfaces: what are the user strategies in terms of visual search when information is not presented in a traditional rectangular layout? To achieve this, we present two complementary studies investigating eye movements in different visual search tasks. Our results unveil which areas are seen first according to different visual structures. By doing so we address the question of where to place relevant content for the UI designers of non-rectangular displays.2019FSFlorine Simon et al.University of ToulouseVisualization Perception & CognitionPrototyping & User TestingCHI